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Whenever thread becomes tapped for mana, the owner of the thread skips the rest of their turn"

"In Soviet Russia, Land Taps You!"

I think that works a lot better, isnt game breaking, and makes fun of the whole "thread/land" issue

Er, that card would be completely useless, because they would never tap that land. Essentially it's just an overpriced stone rain.

What if that's the effect you wanted though?

Then you would instead play with Sinkhole, Stone Rain, Winter's Grasp, etc etc etc etc. Like I said, at that point it's just horridly overpriced land destruction and wouldn't be played.

But we don't have Sinkhole, Stone Rain, or Winter's Grasp in the PA edition.

First off, there's nothing saying it won't be combined with real magic sets for apprentice games or whatever, and secondly we already do have some land destruction that duplicates the effects of those cards (Lock Thread, for instance). Besides "we don't have those cards" is a poor reason for making cards that are overpriced. We should probably utilize some of the 16-some-odd years of playtesting that WOTC has done, and assume that a 3-cost sorcery is pretty much the standard for "destroy target land".

First off, there's nothing saying it won't be combined with real magic sets for apprentice games or whatever, and secondly we already do have some land destruction that duplicates the effects of those cards (Lock Thread, for instance). Besides "we don't have those cards" is a poor reason for making cards that are overpriced. We should probably utilize some of the 16-some-odd years of playtesting that WOTC has done, and assume that a 3-cost sorcery is pretty much the standard for "destroy target land".

There are plenty of cards that WOTC puts out that are worse than older cards. Secondly, they're planning on balancing things like casting cost later. I say get out a bunch of ideas first and then whittle it down after that. I agree with you that there are quite a few imbalanced mana costs with the cards right now.

Also, to who to I email a pic of SimRichy? I've got this one, and a few others, including one of SimRichy using a computer and one of SimRichy dieing.

...
Yes, I'm the kind of guy who spends hours making a sim of himself just to watch him die.

Go to the first link in the first post, and then read the rules for magic, that should explain everything.

Holy crap, I'm not reading a 102-page pdf to figure out what a damn pictogram means.

The icons in the upper right corner are that card's casting cost. The flame circles mean red mana (D&D is the red theme for this) In Elisha's case, a player needs 2 red mana to cast her. You get mana by tapping land (threads in our PA version) D&D threads produce red mana, while G&T threads produce green mana, etc. The 1/1 in the bottom corner is Power/Toughness. Power is attack power, and toughness is analogous to hit points.

First off, there's nothing saying it won't be combined with real magic sets for apprentice games or whatever, and secondly we already do have some land destruction that duplicates the effects of those cards (Lock Thread, for instance). Besides "we don't have those cards" is a poor reason for making cards that are overpriced. We should probably utilize some of the 16-some-odd years of playtesting that WOTC has done, and assume that a 3-cost sorcery is pretty much the standard for "destroy target land".

There are plenty of cards that WOTC puts out that are worse than older cards. Secondly, they're planning on balancing things like casting cost later. I say get out a bunch of ideas first and then whittle it down after that. I agree with you that there are quite a few imbalanced mana costs with the cards right now.

It'd really just be easier to fix them as we go, rather than to try and fix them all at the end.

First off, there's nothing saying it won't be combined with real magic sets for apprentice games or whatever, and secondly we already do have some land destruction that duplicates the effects of those cards (Lock Thread, for instance). Besides "we don't have those cards" is a poor reason for making cards that are overpriced. We should probably utilize some of the 16-some-odd years of playtesting that WOTC has done, and assume that a 3-cost sorcery is pretty much the standard for "destroy target land".

There are plenty of cards that WOTC puts out that are worse than older cards. Secondly, they're planning on balancing things like casting cost later. I say get out a bunch of ideas first and then whittle it down after that. I agree with you that there are quite a few imbalanced mana costs with the cards right now.

It'd really just be easier to fix them as we go, rather than to try and fix them all at the end.

Yeah, probably. I have a feeling we're going to have to stop accepting new cards at some point and overhaul a bunch in any case though, if only so everything fits the theme correctly.

The icons in the upper right corner are that card's casting cost. The flame circles mean red mana (D&D is the red theme for this) In Elisha's case, a player needs 2 red mana to cast her. You get mana by tapping land (threads in our PA version) D&D threads produce red mana, while G&T threads produce green mana, etc. The 1/1 in the bottom corner is Power/Toughness. Power is attack power, and toughness is analogous to hit points.

Guys, before you give any credence whatsoever to what InsanityInc is saying, please at least familiarize yourselves with the first post of the official thread, and the last few pages of it. Try to keep up on that thread, even if you do most of your work in here.

The icons in the upper right corner are that card's casting cost. The flame circles mean red mana (D&D is the red theme for this) In Elisha's case, a player needs 2 red mana to cast her. You get mana by tapping land (threads in our PA version) D&D threads produce red mana, while G&T threads produce green mana, etc. The 1/1 in the bottom corner is Power/Toughness. Power is attack power, and toughness is analogous to hit points.

Guys, before you give any credence whatsoever to what InsanityInc is saying, please at least familiarize yourselves with the first post of the official thread, and the last few pages of it. Try to keep up on that thread, even if you do most of your work in here.

Credence to what I'm saying? Do you honestly think that 2RRR for a stone rain is a card that anybody would play? I'm coming from 9 years or so of playing magic, and can tell you that nobody would play it in a constructed environment.

Hows about we delete the last post and the one it quotes and we get back to business.

I will take care of this tread, and am making constant changes to the first post as well as comenting on card power. I think insanity was right, 2,r,r,r was too much, i changed it to 1,r,r. Which, if we have any cards that will force tap for mana, might need to be raised higher (or it could be changed to "skip next turn"

It might fit in "derail", but we should have a sorcery called "is atheism a religion" and another called "what's the difference between atheism and agnostism". Their power is to instantly destroy a religious thread.

In the same vein, the "Bush is evil!!" and "Clinton lied!!" sorceries that can destroy a political thread instantly.

It might fit in "derail", but we should have a sorcery called "is atheism a religion" and another called "what's the difference between atheism and agnostism". Their power is to instantly destroy a religious thread.

In the same vein, the "Bush is evil!!" and "Clinton lied!!" sorceries that can destroy a political thread instantly.

Fits under "Derail", we mention athiesm and religion in that vien already, and their power is too specific and mainly useless.

Similar for "Bush is evil/Clinton Lied!"

IRT: Ad-Hominem. We already have "logical fallacy" No need to get into specifics.

I think that "Athiest Manifesto" might be a good card(for the rambozo mention). Which instantly turns an thread into a "religious thread"